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<blockquote data-quote="Advand" data-source="post: 5212399" data-attributes="member: 87994"><p>Hey I am setting up an adventure for a group of six level three adventurers. I was wondering if this is a well balanced final encounter for the group.</p><p></p><p>Grevain</p><p>Initiative +4</p><p>Shroud of the grave aura 5; all undead creatures within the Aura loose vunirablilty to Radiant damage.</p><p>HP 79; Bloodied 39</p><p>AC 19; Fortitude 15; Reflex 14; Will 17</p><p>Resist 5 necrotic</p><p>Speed 6 </p><p>m Quarterstaff (standard; at-will) • Weapon</p><p>+6 vs AC; 1d8 damage</p><p>r Magic Missile (standard; at-will) • Force</p><p>Ranged 20; +9 vs Reflex; 2d4 + 6 force damage</p><p>C Necrotic whip (standard; at-will) • Necrotic</p><p>10 one target; a whip of black necrotic power is generated and passes through the target chilling them to the bone.; +9 vs Will; 1d6 + 4 ,3 ongoing necrotic damage (save ends)</p><p>R Dancing Lightning (standard; encounter) • Lightning</p><p>Grevain makes a separate attack against 3 different targets: ranged 10; +8 vs Reflex; 1d6 + 6 lightning damage</p><p>A Thunder Burst (standard; encounter) • Thunder</p><p>Area burst 1 within 10; +8 vs Fortitude; 1d8 + 6 thunder damage, and the target is dazed (save ends)</p><p>R Call of the Grave (standard; encounter) </p><p>four undead Zombie rotters apear in unocupide spaces within range. these undead minions take their turns imediatly after Grevain</p><p></p><p></p><p>Grevain also has a casting circle, in my game those work like this</p><p>+1 to all defenses</p><p>+2 damage of a chosen type on every attack (necrotic)</p><p>+1 to the range of all auras for the caster</p><p>and you have to stand in the center of four squares to benefit from the effects , effectively becoming a large creature.</p><p></p><p>dread protecter Morgan </p><p>Initiative +3 Senses Perception +1; low-light vision</p><p>shield of undeath aura 1; when the dread protecters master is within the aura, the master takes half damage from melee and ranged attacks</p><p>Shield bearer aura 1; gives adjacent allies +2 to AC</p><p>HP 72; Bloodied 36</p><p>AC 21; Fortitude 18; Reflex 14; Will 15</p><p>Speed 5 </p><p>m Great axe (standard; at-will) </p><p>+8 vs AC; 1d12 + 4 and the target is marked until the end of the protecters next turn.</p><p> Protecters call (move; at-will) </p><p>teleport 5 squares to a square adjacent to its master.</p><p> Mark (standard; at-will) </p><p>marks the target, fighter mark</p><p></p><p>The cauldron of death is a trap that does three things.</p><p></p><p>Attack: range 5 ,+7 vs reflex, pulls the target two squares closer to the cauldron</p><p></p><p>Aura: 7 necrotic damage to anyone adjacent to the Cauldron</p><p></p><p>Spawn: spawn 1-3 Zombie Rotters adjacent to the Cauldron based on what happened the round before.</p><p>1: standard</p><p>2: if the cauldron dealt combat damage this round</p><p>3: if a player faild a check to damage the cauldron</p><p></p><p>The cauldron takes damage one at a time and only from one of three sources ( it has 4 HP)</p><p>1: If a character makes a 25 DC arcana or religion check</p><p>2: If a character uses a channel divenity power on the cauldron</p><p>3: If a character uses a 'word' power on the cauldron.</p><p></p><p>and a bunch of zombie rotters from the cauldron and Grevain as well as a few to start..</p></blockquote><p></p>
[QUOTE="Advand, post: 5212399, member: 87994"] Hey I am setting up an adventure for a group of six level three adventurers. I was wondering if this is a well balanced final encounter for the group. Grevain Initiative +4 Shroud of the grave aura 5; all undead creatures within the Aura loose vunirablilty to Radiant damage. HP 79; Bloodied 39 AC 19; Fortitude 15; Reflex 14; Will 17 Resist 5 necrotic Speed 6 m Quarterstaff (standard; at-will) • Weapon +6 vs AC; 1d8 damage r Magic Missile (standard; at-will) • Force Ranged 20; +9 vs Reflex; 2d4 + 6 force damage C Necrotic whip (standard; at-will) • Necrotic 10 one target; a whip of black necrotic power is generated and passes through the target chilling them to the bone.; +9 vs Will; 1d6 + 4 ,3 ongoing necrotic damage (save ends) R Dancing Lightning (standard; encounter) • Lightning Grevain makes a separate attack against 3 different targets: ranged 10; +8 vs Reflex; 1d6 + 6 lightning damage A Thunder Burst (standard; encounter) • Thunder Area burst 1 within 10; +8 vs Fortitude; 1d8 + 6 thunder damage, and the target is dazed (save ends) R Call of the Grave (standard; encounter) four undead Zombie rotters apear in unocupide spaces within range. these undead minions take their turns imediatly after Grevain Grevain also has a casting circle, in my game those work like this +1 to all defenses +2 damage of a chosen type on every attack (necrotic) +1 to the range of all auras for the caster and you have to stand in the center of four squares to benefit from the effects , effectively becoming a large creature. dread protecter Morgan Initiative +3 Senses Perception +1; low-light vision shield of undeath aura 1; when the dread protecters master is within the aura, the master takes half damage from melee and ranged attacks Shield bearer aura 1; gives adjacent allies +2 to AC HP 72; Bloodied 36 AC 21; Fortitude 18; Reflex 14; Will 15 Speed 5 m Great axe (standard; at-will) +8 vs AC; 1d12 + 4 and the target is marked until the end of the protecters next turn. Protecters call (move; at-will) teleport 5 squares to a square adjacent to its master. Mark (standard; at-will) marks the target, fighter mark The cauldron of death is a trap that does three things. Attack: range 5 ,+7 vs reflex, pulls the target two squares closer to the cauldron Aura: 7 necrotic damage to anyone adjacent to the Cauldron Spawn: spawn 1-3 Zombie Rotters adjacent to the Cauldron based on what happened the round before. 1: standard 2: if the cauldron dealt combat damage this round 3: if a player faild a check to damage the cauldron The cauldron takes damage one at a time and only from one of three sources ( it has 4 HP) 1: If a character makes a 25 DC arcana or religion check 2: If a character uses a channel divenity power on the cauldron 3: If a character uses a 'word' power on the cauldron. and a bunch of zombie rotters from the cauldron and Grevain as well as a few to start.. [/QUOTE]
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